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    Binding Properties panel reference

    Use the Binding Properties panel to configure bindings and composite bindings, and their associated interactions and processors.

    The Binding Properties panel changes depending on whether you are configuring a single binding or a composite binding.

    Binding properties

    For each binding, the Binding Properties panel displays the following properties by default:

    Property Description
    Path Select the path of the control to assign this binding to. You can select an input device from the list available, or use the Usage menu to select from a list of usages.
    Use in control scheme Select the control schemes that you want to apply this binding to.

    This section only appears if you have control schemes in your project.

    Composite binding properties

    When you create a composite binding, the Binding Properties panel displays the following properties by default:

    Property Description
    Composite Type Select the composite type of the selected binding. The options are:
    - 1D Axis: Create a composite binding made of two buttons: one that pulls a 1D axis in its negative direction, and another that pulls it in its positive direction.
    - 2D Vector: Create a composite binding that represents a 4-way button setup like the D-pad on gamepads.
    - 3D Vector: Create a composite binding that represents a 6-way button where two combinations each control one axis of a 3D vector.
    - One Modifier: Create a composite binding that requires the user to hold down a "modifier" button in addition to another control from which the actual value of the binding is determined.
    - Two Modifiers: Create a composite binding that requires the user to hold down a "modifier" button in addition to another control from which the actual value of the binding is determined.

    For more information on the composite types that are available by default, refer to scripting documentation on InputSystem.Composites. Others might also be available if your project contains custom composite binding types.

    Axis binding reference

    When Composite Type is set to 1D Axis, the Binding Properties panel displays the following properties by default:

    Property Description
    Which Side Wins Define what happens when both buttons are triggered at the same time.
    - Positive: Prioritize the Positive binding.
    - Negative: Prioritize the Negative binding.
    - Neither: Do nothing when both bindings are triggered at the same time.

    For more details, refer to scripting reference documentation on Composites.AxisComposite.

    Vector binding reference

    When Composite Type is set to 2D Vector or 3D Vector, the Binding Properties panel displays the following properties by default:

    Property Description
    Mode Select the process that the Input System uses to calculate a Vector2 or Vector3 from the input values provided.
    - Analog: Accept and use the floating-point values from controls.
    - Digital: Treat control values as on/off, and do not normalize the resulting vector.
    - Digital Normalized: Treat control values as on/off, and normalize the resulting vector.

    For more details on each mode, refer to scripting reference documentation on Vector2Composite.Mode and Vector3Composite.Mode.

    Binding with modifier reference

    When Composite Type is set to One Modifier, Two Modifiers, Button With One Modifier, or Button with Two Modifiers, the Binding Properties panel displays the following properties by default:

    Property Description
    Override Modifiers Need To Be Pressed First Note: This property is obsolete. Use the Modifiers Order property instead.

    Override the Input Consumption setting, so that the composite binding still triggers if the modifiers are pressed after the button.
    Modifiers order Define the order in which buttons and modifiers must be pressed in order to trigger the composite binding.
    - Default: Apply the Input Consumption setting.
    - Ordered: Only trigger the binding if the modifiers are in a pressed state before the button enters a pressed state.
    - Unordered: Allow the binding to trigger regardless of the order in which the buttons and modifiers enter a pressed state.

    For more details, refer to scripting reference documentation on OneModifierComposite, TwoModifiersComposite, ButtonWithOneModifier, and ButtonWithTwoModifiers.

    Interactions Editor reference

    The Interactions foldout contains properties for interactions that you can assign to actions and bindings.

    All properties in the Interactions foldout correspond to the InputSystem.Interactions API.

    By default, all Interactions have the following properties:

    Property Description
    Press Point Set the amount of control actuation required for the action to trigger.
    Default Use the default value for the associated property. Un-check this checkbox to enter a custom value.
    Open Input Settings Open the project-wide Input System settings in the Project Settings.

    Additionally, each Interaction type has unique properties.

    Hold

    Property Description
    Hold Time Set the duration in seconds that the control must be pressed for the hold to register.

    MultiTap

    Property Description
    Tap Count Set the number of taps required to perform the action.
    Max Tap Spacing Set the maximum amount of time (in seconds) that can pass between taps.
    Max Tap Duration Set the maximum time (in seconds) within which the control needs to be pressed and released to perform the interaction.

    Press

    Property Description
    Trigger behavior Define when the interaction triggers. The options available by default are:
    - Press Only: Trigger the action when the button enters a pressed state.
    Release Only: Trigger the action or binding when the button exits a pressed state.
    - Press and Release: Trigger the action when the button enters a pressed state, and again when it exits a pressed state.

    Slow Tap

    Property Description
    Min Tap Duration Set the minimum time (in seconds) within which the control needs to be pressed and released to perform the interaction.

    Tap

    Property Description
    Max Tap Duration Set the maximum time (in seconds) within which the control needs to be pressed and released to perform the interaction.

    Processors Editor reference

    The Processors foldout contains properties for processors that you can assign to actions and bindings.

    All properties in the Processors foldout correspond to the InputSystem.Processors API.

    Processor Description
    Axis Deadzone Scale the values of a control so that any absolute value smaller than Min is 0, and any absolute value larger than Max is 1 or -1.
    Clamp Restrict the input values to the [min..max] range.
    Invert Invert the values from a Control (that is, multiply the values by -1).

    For Value-type and PassThrough-type actions, you can also use Invert Vector2 and Invert Vector3 processors.
    Normalize Normalize input values in the range [min..max] to unsigned normalized form [0..1].

    For Value-type and PassThrough-type actions, you can also use Normalize Vector2 and Normalize Vector3 processors.
    Scale Multiply all input values by Factor.

    For Value-type and PassThrough-type actions, you can also use Scale Vector2 and Scale Vector3 processors.
    Stick Deadzone Scale the values of a Vector2 control so that any input vector with a magnitude smaller than Min results in (0,0), and any input vector with a magnitude greater than Max is normalized to length 1.
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